Gargantuan Construct, Chaotic Neutral
Armor Class 24 Metals, natural armor and magic armor
Hit Points 6900 (400d20 + 2400)
Speed 50 ft., Climb 20 ft.
STR
26 (+8)
DEX
9 (-1)
CON
20 (+5)
INT
10 (+0)
WIS
13 (+1)
CHA
3 (-4)
Saving Throws STR +17, CON +14
Skills Insight +11, Intimidation +3, Nature +6, Perception +9, Religion +10
Damage Vulnerabilities Fire
Damage Resistances Lightning, Thunder, Damage from Spells
Damage Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Metal Weapons
Senses Darkvision 1,000 ft., Passive Perception 19
Languages Understands the languages anyone speaks, but cannot speak for himself.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Absorbing. The colossus is created to collect as much energy as possible. To do so, it has the trait to absorb enormous ammounts of energy from living, undead and dead beings. The colossus has a system to calculate how much energy is absorbed and which part can be used and given to the machine in his lair. Every hitpoint converted into energy counts as 0,5 energypoints (EnPo). Logically, with every 20 hitpoints converted, one energypoint is created.

The colossus can generate an absorbtion-field, which has a 500 feet radius. Within that field, every creature loses 5 (2d4) hitpoints per 10 minutes, these hitpoints are converted into energy for the colossus. This trait is not meant for killing, when one creature would die by this effect, the effect doesn't affect that creature. When a creature would die by the effects, he will instead be exhausted like an exhaustion of level three would cause. Every other creature in the field has to make an constitution saving throw, on a succes, no further effects apply. On a fail, the creature will be exhausted, the exhaustion will be one of level 1. When the colossus passes an area, the hitpoints and energydrain stops. The effects will all subside in half an hour. After that time, all the lost hitpoints and energylevels are back. 

If there are more than 20 dead beings (this includes burried) in a 500 feet radius, the colossus gains 1 energypoint for every 13 beings that are dead. If there are more than 15 undeads in a 500 feet radius, the colossus gains 1 energypoint for every 14 undeads in the area. All undeads from bellow level 10 have disadvantage on all saving throws in this area.

Spells work different within this area, cantrips and spells from level four or lower are all absorbed by the colossus. Spells from level 5, 6 or 7 are also weaker, every object and person that would be hit by one of those spells, acts like it has resistance to the spell, when they already were resistant, they gain immunity. When they were vulnerable, they act like the spell has normal effects instead of effects that would count on vulnerable beings. Spells from level 8 and 9 have normal effects, but the colosssus will still absorb energy from them. 

The colossus gains 0,5 energypoint per cantrip casted in the field.
The colussus gains 1 energypoint per level 1 spells casted in the field.
The colossus gains 2 energypoints per level 2 spells casted in the field.
The colossus gains 3,5 energypoints per level 3 spells casted in the field.
The colossus gains 5 energypoints per level 4 spells casted in the field.
The colossus gains 6,5 energypoints per level 5 spells casted in the field
The colossus gains 8 energypoints per level 6 spells casted in the field.
The colossus gains 11 energypoints per level 7 spells casted in the field.
The colossus gains 14 energypoints per level 8 spells casted in the field.
The colossus gains 17 energypoints per level 9 spells casted in the field.

The power of magic items can also be absorbed by the colossus. 
The colossus absorbs 0,5 energypoints per ten minutes from common magic items, with a maximum of 6. 
The colossus absorbs 0,9 energypoints per ten minutes from uncommon magic items, with a maximum of 10. 
The colossus absorbs 1,4 energypoint per ten minutes from rare magic items, with a maximum of 15. 
The colossus absorbs 2 energypoints per ten minutes from very rare magic items, with a maximum of 24. 
The colossus absorbs 2,6 energypoints per ten minutes from legendary magic items, with a maximum of 40.
The colossus absorbs 5 energypoints per ten minutes from artefacts, with a maximum of 3.
Magic items with a rarity lower than "very rare" are weaker, every object and person that would be hit by the magic acts like it has resistance to the spell, when they already were resistant, they do not gain immunity. When they were vulnerable, they act like the spell has normal effects instead of effects that would count on vulnerable beings. magic items with the rarity of "very rare" or higher have normal effects, but the colosssus will still absorb energy from them. 

Attacks on the colossus are partially absorbed. 
Normal attacks will be absorbed for 10%, this means that the colossus will take only 90% of the damage, while the rest is completely absorbed. The ten procent that is absorbed is counted in damage dealt, every point that would deal damage is counted as 0,5 energypoint. 
Attacks that the colossus has resistance to are absorbed for 30%. This means that the damage is already reduced to 70%, but the attack will only deal half the damage because the colossus has resistance. Therefore, in total, the attack will only deal 20% of its damage. The thirty percent that is absorbed is counted in damage dealt, every point that would deal damage is counted as 0,5 energypoints.
Attacks that the colossus has immunity to are absorbed for 50%. The fifthy percent that is absorbed is counted in damage dealt, every point that would deal damage is counted as 0,5 energypoints.
Attacks that the colossus is vulnerable to are absorbed for 5%, but it can't be converted in energypoints.

Armor. The colossus has plates that protect his inner body and his core, these plates are part of the body and connected to the inner body, even so, it behaves like normal plates. The plates fall off when they are exposed to these attacks:

93 (12d12 + 15) bludgeoning damage or more.
75 (9d12 + 15) force damage or more.
75 (9d12 + 15) slashing damage or more

If the armor is hit by one of the attacks from above, they only take half damage, this  doesn't count for bludgeoning, force and slashing damage from metal weapons, because the titan already has immunity to those attacks. In exchange, the colossus might have to use one of his bonus actions to reassemble the armor. This armor is important, because it grants him fire immunity, to which he normally is vulnerable. When the armor is attacked by an attack that involves fire, the armor reflects the attack like a mirror.

Helmet. 131 (12d20 + 5) HP
Cuirass. 320 (30d20 + 5) HP
Arm piece. 140 (12d20 + 14) HP
Elbow plate. 93 (12d12 + 15) HP
Shoulder plates. 75 (9d12 + 15) HP
Bottom piece. 260 (24d20 + 8) HP
Gauntlet. 75 (9d12 + 15) HP
Thigh piece. 140 (12d20 + 14) HP
Knee piece. 93 (12d12 + 15) HP
Shinbone. 140 (12d20 + 14) HP
Shoes. 222 (20d20 + 12) HP

The colossus does not posses any parts of armor that aren't explicitly mentioned. Because of his size, the armor doesn't cover all parts of the colossus. Some big parts are open to attacks, this makes that all creatures with an intelligence score above 12 have advantage on actions to hit parts that aren't covered. 

Core. The complete body of the colossus is made to protect its core. Even so, when the HP of the core drops to 0, this doesn't mean that it dies. The core has half the hitpoints of the colossus itself. When the body of the colossus is destroyed, the core is teleported to its lair. There, the machine with the saved energy can make a new body. The energypoints from the deffect body are lost, till it is reactivated. The making of a new body costs the machine 2 energypoints per hitpoint, when the machine doesn't have enough energypoints, it produces energypoints with a speed of 870 point per month. When the core is destoyed instead of the body, the energypoints in the body are still connected to the machine, this means that the body can't do anything with movement, but it can still transport its energypoints, even so, the producing of a core costs 3 energypoints per hitpoint instead of 2. Also, the producing of energypoints without core takes two months per 870 points. 

Damage Threshold :  An attack must inflict at least 15 damage, after applying resistances and immunities. Otherwise, the colossus takes no damage.

Might of metal and machines. Any machine in a 300 feet radius can be controlled by the colossus. This counts mostly for older technology involving metals, but magical enchanted puppets or buildings that resemble living beings can also be controlled. Golems (except iron golems) are not affected since golems are mostly created by alchemy and other means than building. When any kind of metal is involved in the building of the structure, the colossus can claim complete control. Also, any armor forged with metals doesn't work. If the armor is only partially forged from metals, only the parts that aren't forged will function.
If the colossus wishes, he can stop the interaction between any metal and another element. Dragons like the silver or gold dragon can resist his call, but their movement will be limited till half of their normal behaviors and any attack or defense that would involve their skin fails against the titan. 

Immutable form. The colossus is immune to any spell that would alter its form. This includes the wish spell.

Legendary resistance (4/day). If the colossus fails a saving throw, it can choose to succeed instead. 

Limited magic immunity. The colossus can't be affected by spells from level 4 or lower, even if it wishes to be affected. The colossus can't be affected by spells from level 5 or 6 unless it wishes to be affected. 

Magic resistance. The colossus has resistance to all magic spells from level 8 and lower

Magic sense. The colossus can sense where magic is used, if it is used within 4,000 feet. The colossus can also sense when it is used if it is casted less than three years ago. The information is automatically stored and processed, this makes the colossus hard to surprise concerning magic. When someone casts a spell on the colossus itself, it immediatly knows who the caster is, what spellcasting niveau the caster is, which class the caster is and how much spell slots the caster has left. When the caster has an intelligence lower than 11, the colossus can also determine the strategy of the caster and choose the best way of action. Illusions don't work, unless there is involvement of a perfect recreation of the situation, including the quantity of magic activity that would be involved in the situation.

Magic colossus of metal. The weapons and attacks of the colossus are considered magical, they are also considered silvered. 

Size. The colossus can't use cover of any obstacle or object surrounding him. Every being within 1,000 feet of the colossus must make a wisdom or intelligence saving throw or be frightened for one turn. When the frightening's effect subsides, every being is immune. A negative affect of the size is that it is harder to move, the colossus has disadvantage on attack rolls against creatures with a dexterity score of 10 and higher or against creatures with a speed higher than 40 feet. Thanks to his size, he can hit any flying creature within the range of it's attacks.

Wires. There are five big wires connected to the colossus, these wires move independent and can all take actions. They can grapple one large creature each, grapple two medium creatures, grapple four small creatures or eight tiny creatures. These creatures must make a strength saving throw to escape or take 27 (6d8) force damage.


Mythic trait: Berserk. When the colossus is reduced to 0 HP, his berserk mode activates. The colossus restores 400 HP, the body is broken after these 400 hitpoints. When the core was destroyed instead of the body, the core restores 250 hitpoints. The core of the colossus teleports to the machine in it's lair, taking every energypoint with it. This way, the core can't be destroyed. From that point on, the colossus gains consciousness and is disconnected from the machine, if any magic is used to explain the sudden change or any connection to the machine that controlled it, the caster takes 39 (6d12) necrotic damage for the protection of the city. The colossus' intelligence drops to 2, but he can still use his magic sense in a proper way (like described). Unlike before, he now attacks the nearest creature. Every attack deals an additional 27 (6d8) damage, the damage type stays the same. The strength and constitution score both increase with four. The armor class rises with 1. 

Actions

Repair. Every piece of armor with more than 100 HP regains 21 (2d20) HP. Every piece of armor with less than 100 HP regains 13 (2d12) HP. The colossus himself regains 84 (8d20) HP.

Disassemble. The colossus can choose to split up in two or four smaller versions of himself.

First version.
If it chooses to split up in two smaller versions of himself, its attacks deal only half the normal damage. It can choose for himself how the HP will be divided, the same counts for his energypoints. His armor will have only half the HP it had, this has effect on the "repair" action. The absorbing trait works the same, but when one of the versions has gathered 500 energypoints or more, it will regain it's original form. From then on, it will restart its energypoint-scaler with five energypoints.
When the colossus had 400 energypoints or more before he disassembled, its smaller versions will have the same abilityscores as the original version. If he didn't, the versions will have their strength, dexterity and constitusion scores lowered by 4. If the versions regain their greater form, their the ability-scores will once again be like the original. The "amplify abilities" trait doesn't work on the smaller versions, the magic resistance, size and wire traits will also dissapear. The speed of the two smaller versions is reduced with 10 feet.
The colossus can merge the smaller versions again. If it does so, it will be inactive for five days. He will still be able to use its "repair" action, when the smaller versions have lost HP, this will affect the colossus. Half of the gathered energypoints will transfer to the machine. 

Second version.
If it chooses to split up in four smaller versions of himself, its attacks deal only one fourth of the normal damage. It can choose for himself how the HP will be divided, the same counts for his energypoints. His armor can't split up in four, which is why it will be divided between two of them instead of four. His armor will have only half the HP it had, this has effect on the "repair" action. The absorbing trait works the same, but when one of the versions has gathered 500 energypoints or more, it will gains the form of a version like it is described in the alinea above. From then on, it will restart its energypoint-scaler with five energypoints.
When the colossus had 400 energypoints or more before he disassembled, its smaller versions will have the same abilityscores as the first version. If he didn't, the versions will have their strength, dexterity and constitusion scores lowered by 3 compared to the first version. If the versions regain the first form, their the ability-scores will be like the first version. The "amplify abilities" trait doesn't work on the smaller versions, the magic resistance, size and wire traits will also dissapear. The speed of the two smaller versions is reduced with 10 feet compared to the first version.
The colossus can merge the smaller versions again. If it does so, the versions will be inactive for three days if he merges them to make the first version, he can also only merge just one pair. The inactive version will still be able to use its "repair" action, when the smaller versions have lost HP, this will affect the colossus. Half of the gathered energypoints will transfer to the machine. 

Summon iron golems. The colossus can summon up to three iron golems in a 75 feet radius. These golems are summoned with the command to protect the colossus, but the colossus can still give them other orders. As long as the golems are within 100 feet of the colossus, they are protected against spells by his absorbing trait and have advantage on attack rolls and strength saving throws. The colossus can also modify them as indicated.
- The golems gain the same intelligence as the colossus, which changes their intelligence score from 3 to 10. Further involving their mind, they gain a telepathic link with the colossus' mind. 
- They gain resistance to thunder, lightning and necrotic damage. 
- Their speed increases with 15 feet.
- Their armor class increases with 1.
- They gain immunity against being stunned, blinded and deafened.
When the colossus uses it's "repair" action, every iron golem gains 21 (2d20) HP.

Multiattack. The colossus makes one slash, one slam and one metal missile attack. 

Slash. Meelee weapon attack: +12 to hit, reach 60 feet., the colossus can attack every creature within 35 feet. Every creature must make a dexterity saving throw. On a fail, the target is guaranteed hit and takes 50 (4d20 + 8) slashing damage. On a succes, the target dodges the attack and takes 18 (4d8) bludgeoning damage.

Punch. Meelee weapon attack: +8 to hit, reach 40 feet., Hit: 52 (8d10 + 8) bludgeoning damage. 

Metal missile. The colossus creates two big metal projectiles. Each dart hits a creature of its choice that it sees within a range of 150 feet. A projectile deals 33 (6d10) piercing damage to its target. The projectiles all strike simultaneously, and the colossus can direct them to hit one creature or several. The missiles do not disappear after the use, they instead stay in the target till they succeed a strength saving throw. This does affect the speed of the targets, their speed will decrease with 5 feet till they succeed on the saving throw.

Metal cage. The colossus creates a metal cage to imprison up to five targets. The cage can be shaped as a cube or a pyramid. 
When the colossus chooses it to be a cube-vormed cage, the dimensions are 13x13x14 feet with a thickness of one feet.
If the colossus chooses it to be a pyramid-vormed cage, the dimensions are 15x15x12 feet with a thickness of one feet.

The cage has two layers, the layer inside is made of mercury. The inner wall starts with 50 (20d4) HP per 10 feet section, but deteriorates with 5 (2d4) HP per minute because it melts. The melting will deal 15 (4d4) acid damage per turn to those in the cage. The outer layer is made of magic enchanted tungsten and has 105 (10d20) HP per 10 feet section. 
The selling price for the mercury is about 20 GP per cage used (you would need a good buyer and pick up all the mercury, which might be dangerous). The selling price for the magic enchanted tungsten is about 90 GP per cage used, but many would buy it for more because it is much better than normal tungsten.

Molten metal-shot. The colossus fires three balls of molten metals at up to three targets it can see (1,250 feet). The target and everyone within 5 feet of the target has to make a dexterity saving throw. The impact of the three metal-balls causes 84 (8d20) fire damage to everyone who failed the saving throw. Every creature that failed it will be stuck to the metal when it solidifies (three rounds from then) and be incapacitated till they succeed a strength daving throw. Before the metal solidifies, they take 10 (4d4) fire damage every turn. 
Those who were succesfull on the first saving throw dodge the metal-ball. When they dodged it, they have to make a second dexterity saving throw, on a fail, they take 14 (4d8) fire damage and their speed is reduced with 5 feet. On a succes, they don't take damage. 

Sword. Melee weapon attack: +9 to hit, reach 45 ft., one target. Hit:  50 (4d20 + 8) slashing damage plus 9 (2d8) piercing damage plus 9 (2d8) bludgeoning damage.

Pole. Meelee weapon attack: +11 to hit, reach 60 ft., one target. Hit: 79 (6d20 + 6) bludgeoning damage.

Axe. Meelee weapon attack: +8 to hit, reach 55 ft., up to two targets. Hit: 30 (4d12 + 3) slashing damage.

Bow. Ranged weapon attack: +6 to hit, reach 1,000 ft,. one target. Hit: 33 (6d10) piercing damage. 

Hamer. Meelee weapon attack: +12

to hit, reach 40 feet,. The colossus slams its hamer on the ground, causing it to shake. The hamer will land on a 10x10 feet square, every creature in that area has to make a strength saving throw. On a fail, they take 79 (6d20 + 6) bludgeoning damage and 33 (6d10)  force damage. On a succes, they take half as much. Everyone in a 30 feet radius of the area must make a strength saving throw. On a fail, they take 26 (4d12) force damage. On a succes, they take half as much.

Quicksand. The colossus creates an area of quicksand in a 60 feet radius. This won't affect himself and the area of 5 feet that surrounds him. Every creature in the area must make a strength, dexterity or constitution saving throw. On a fail, they will fall in the sand for half of their body and be incapacitated for the next four turns. On a succes, they will only be grappled for one turn.

Smoke release (recharge 4). The colossus releases steam and smoke from his machines, this immidiately triggers the amplify abilities and fortification traits. The speed will temporarily increase with 25 feet. These reactions will last four rounds.

In the smoke, there are small parts of ash and carbon mono-oxide. Every creature within 50 feet of the colossus takes 27 (6d8) acid damage. The effects of the poison "burnt othur fumes" applies on those in the area, meaning:
"a creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends".

Every creature also must roll a d8, on a 1 till 7, no further harmful effects apply. On an eight, that creature gains the disease "sight rot", meaning:
"This painful infection causes bleeding from the eyes and eventually blinds the victim.
A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature's vision starts to become blurry. The creature takes a −1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches −5, the victim is blinded until its sight is restored by magic such as lesser restoration or heal.
Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely".

The steam is released in such a way that steam-explosions arise from the colossus. Every creature within 40 feet of the colossus must make a dexterity saving throw or take 18 (4d8) thunder damage and 5 (2d4) force damage.

Every creature who was within 50 feet of the colossus before the activation is blinded and deafened for the next two turns. 

Bonus Actions

Reassemble armor. The colossus uses its bonus action to reassemble armor that has fallen off him like mentioned below the special traits section. There, you can find the "armor" trait. 

Heat metal. The colossus can heat the metal of two of his attacks, "metal missile" and "metal cage". He can only affect one projectile or cage per bonus action. When the colossus uses its bonus action on the metal missile,  any target that is still pierced by one of the projectiles, will take 18 (4d8) fire damage for every turn that the strength saving throw isn't succeeded. When the colossus uses its bonus action on the metal cage, every target that is still in the cage takes an additional 18 (4d8) fire damage.

 

Reactions

Overload. When the colossus has stored 100 energypoints or more, the next attack will cause an overload. The action "smoke release" will automatically activate and the colossus loses three energy points, those three energypoints will be transferred to the machine in its lair. The next time the colossus' energy-scaler hits an ammount divisible by hundred (200), the same will happen each time the scaler hits a number divisible by hundred.

When the colossus gains 1,000 energypoints, the next attack will trigger an greater overload. When this greater overload activates, the colossus makes an energy break action. After this, fivehundred energypoints will be transported to the machine. 

Sweep kick. When a creature misses the colossus with a melee attack, the colossus can use its reaction to make a slam attack against the creature.

Amplify abilities. When the colossus has collected 175 energypoints, his modifierscores will increase, these are not his actual scores as noted, but the effects they have on checks and other things.
Its strength modifier will rise from +8 to +10.
Its dexterity modifier will rise from -1 to 2.
Its constitution modifier will rise from +5 to +7.
Its intelligence modifier will rise from +0 to +3.
Its wisdom modifier will rise from +1 to +4.
Its charisma modifier will rise from -3 to +1.

Fortification. When the colossus has collected 100 energypoints or more, he makes his armor stronger and harder. Instead of his normal brown, bronse like armor, the armor becomes darker and eventually, it becomes a mix between grey and black like colors. This is to absorb more radiant energy, this way, the colossus also has resistance to radiant damag. The hardening makes the armor a little heavier, this does not affect the movement of the colossus, but it does lead to resistance against all kinds of bludgeoning, slashing and piercing damage instead of just that of iron weapons. The last improvement is that every piece of armor with more than 100 HP gains an extra 70 (6d20 + 7) HP and every piece with less than 100 HP 40 (6d12 +1) HP.

Legendary Actions

The colossus can take 7 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The colossus regains spent legendary actions at the start of his turn.

Divine sword. One target, range 60 ft., the divination of the sword causes the effect of "feeblemind" to the target if it is hit, meaning: 

"You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.
At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.
The spell can also be ended by 'greater restoration', 'heal' or 'wish'".

Axe of greatness. One target, range 50 ft., every creature hit by the axe undergoes the effects of the arcane hand (the hand does only have a quarter of the HP of the colossus instead of all his HP, meaning that it has 2175 (150d20 + 600) HP. This hand will guard the colossus or uses one of its other options to interfere between the interaction between the colossus and the creature. 

Arrow of absorbtion. One target, range 500 ft., the targets HP is divided by six. One part is completely absorbed converting every hitpoint to 0,5 energypoints. The rest isn't affected, the target feels an exhaustion of level 2. 

Hamer of tremors. The colossus uses his hamer to slam on the floor, this activates the "quicksand" and the "hamer" action at the same time.

Absorb spirit and mind (recharge 3-5). The colossus strengthens his absorbtion-field in such a way that it weakens the mind and spirit. Every creature that the colossus wishes to affect has to make a constitution saving throw. On a fail, the charisma and wisdom of the affected creature drops with one and the intelligence with two. These scores will all be converted into energypoints, every point of the scores is converted into two energypoints. This means that the total of gained energypoints for the colossus is eight. Every creature affected by this absorbtion-shield will suffer the effect of a third level exhaustion. On a succes, the scores won't be lowered and the creature will only suffer from an exhaustion of level two. All effects subside after 2 minutes

Absorb materials (recharge 3-5). The colossus strengthens his absorbtion-field in such a way that it weakens the body and material objects. Every creature that the colossus wishes to affect has to make a constitution saving throw. On a fail, the effects depend on the level of the character or material object. Every level it has, counts for 0,5 energypoints. This means that a level 20 creature would give 10 energypoints and a level 5 creature 2,5. The strength, dexterity and the constitution all drop with two points. The creatures that are affected fall prone for two turns. On a succes, the scores aren't lowered and the creature only falls prone for one turn. All effects subside after 3 minutes.

Mythic Actions

When the colossus' berserk mode is active, it can use its mythic actions instead of its legendary actions. The colossus can take only one mythic action at a time and only at the end of another creature's turn. The colossus regains spent legendary actions at the start of it's turn. 

Collapse of heavens. The colossus chooses an area (25x25 ft) it can see within 200 feet. Above that spot, a portal will open. From that portal, a beam of force will strike down. The starting damage of the beam is 26 (4d12) force damage. For every energypoint the colossus has collected, this beam will deal an additional 5 (2d4) force damage. This does not cost any of the used energypoints. 

Energy break. To use this attack, the colossus must sacrifice 15 energypoints. The colossus unleashes a wave of concentrated energy. Every creature in a 200 feet radius must make a strength saving throw, on a failed save, the creature takes 110 (10d20 + 5) force damage, 26 (4d12) thunder damage and is pushed 100 feet away from the colossus. On a succesful save, the creature takes half the damage and is pushed away 25 feet. 

In addition, unsecured objects that are completely within the area of effect are automatically pushed 25 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 1,000 feet. For this, everyone within 100 feet of the titan must make a constitution saving throw or take 21 (2d20) thunder damage.

Titanic force. The colossus takes two slash actions and three punch actions.

Description

The colossus is a neutral alligned construct controlled by the machine in it's lair. The machine in it's lair looks like a floating sphere that shines a dim green light surrounded by gold rings surrounding it and moving around it in a hypnotising way. Even though the sphere can not move, it gains a lot of information by sending his minions like this colossus into the world. The machine hears, sees and "smells" everything the colossus does too. The origin of this machine are the deities of the universe. They made this machine to stimulate life on the material plane and make the inhabitants worship them more than before. To the gods surprise, the machine developed personal emotions by seeing the outside world. It saw the unjustice of the deities and decided to create an utopia were the machine itself would be a deity. The enregypoints that the machine collects through the colossuses are similar to the prayers that the people offer to the gods and deities. This way, the machine could make himself a deity to create the perfect new world order. Like much others, it didn't see that he damaged huge part of this world. The deities accepted his plans because they created it and it would be of good use later. Through the machine, they manipulated the people in the material plane, so that they would gain more power. Because of this, the machine hid his presence and raised the people in his own created utopia. This city is called 'the broken city' because it mainly exists of lost travelers and those who are rejected by the gods. In exchange for the safety of this utopia, the machine offered the deities of this world to give them prayers of the broken travelers, strengthening their believe in the gods. This made the city one of the most developed and blessed city's in the material plane.

Those who seek this paradise simply have to find one of the colossuses and pray to the machine for salvation. If you do that, the colossus will return to its lair taking you with him. You then have to prove your worth by exposing all your sins and mistakes, the machine will then decide if you will be allowed in the paradise.

Lair and Lair Actions

Machine with energy, (verdeelt energie over inwoners). 

On initiative count 25 (losing initiative ties), the colossus can take a lair action to cause one of the following effects: 

Robots. Ten shield gaudians, six homonculus, four iron golems, twelve steel defenders and five improved steel defenders are released (the wall moves up) and try to capture your party. If this isn't enough to capture your party, two colossuses are released from the wall that is the closest to your party (the walls are very high and thick). The attacks of the colossus does not damage the city, but the colossuses are restrained by the citizens. 

 

Commoners, acolytes and other humanoids. The machine has an enormous city of mostly commoners and adventurers. This city is considered the prototype of a utopia and has a lot of unique qualities. If the machine chooses to activate this lair action, every creature in the lair turns hostile to up to 15 targets, meaning that the complete army will become hostile. The creatures do not have the intention to kill anyone, but they can put the party in prison. This prison is protected by the same shield as the four buildings. It has a bit more luxury than most prisons and is almost completely white. 

- Buildings. The city has four main buildings. These buildings are the headquarters for defense, maintenance, development and gods. All quarters have at least a hundred employees specialised in the subject (later more on that). All buildings rise high above the clouds, they look very impresive and make an elvish expression. The craftsman with which the towers are created is clearly from a high level. The towers have different plateau's were plants are growing and where people are working with a lot of zeal. The sun lights the white towers so that they seem to emit light. The towers are all protected with enormous and strong barriers impenetrable by any attacks which aren't magic. Every barrier has a hickness of 1 feet and has 210 (20d20) HP with four spheres that restore the barrier from the inside with 39 (6d12) HP every two minutes each. The barrier only lets qualified people pass without problem. The city has a lot of other beautiful buildings. It is full of taverns, bakeries, smiths, stalls, watchtowers, buildings for magicians, schools and other things like that. 
- Military force. The population is about 4,000 inhabitants, from which 350 ex-adventurers from level 20, freed from curses bestowed by them upon the gods and dark monstrosities. 250 of these adventurers were fighters, barbarians, monks or paladins. 25 of them were bards, 10 were bloodhunters, 10 artificers, 5 druids, 5 clerics, 20 were rogues or rangers and 25 of them are sorcerers, wizzards or warlocks. These 350 level 20 adventurers are the teachers of the new generation, called the 'order of deities and sience'. This order excists of 2,000 humanoids younger than 25. They are training to gain ranger, fighter, paladin, cleric, druid, bard and wizzard qualities equal to those of level 20 and multiclass every of the called classes, able to use tenth level skills from all classes and level 15 or higher skills from the class they specialise in. Some deities even send descendants of themselfs to the schools, so that they gain more power. The total force of this army excists of the 350 ex-adventurers from level 20, 450 ex-adventurers from level 15-19, 500 ex-adventurers from level 10-14, 700 from level 0-9 and 1,000 aprentices of the order of dieties and sience, including 25 demi-gods and descendants of the deities.
- Professions. Besides of the enormous size of the army, there are more than 12,000 more inhabitants. These inhabitants all have about the same stats as commoners. These people work in one of the four buildings, are artists, scientists, farmers, philosophers, priests or work at a shop, stall or market. The economy of this city is thriving and received many blessings of many gods. This makes the city besides of a good last restplace, a good place were travelers can temporarily live to later travel further through the world.

novanewworld

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